Showing posts with label challenge. Show all posts
Showing posts with label challenge. Show all posts

Friday, November 20, 2009

learning curves, options and challenges

Though I'm not a fan of every addition in Assassin's Creed 2, it is a lot of fun overall. In the beginning, it felt slow and confined. I knew that it would pick up and set me free eventually, but it definitely kept me on training wheels for far too long and held back much of what ultimately makes it a great game.

Learning curves make sense. It also makes sense that more complex games need longer learning curves.

But when your game has a lot to learn, the answer is not to restrict players to a little bit at a time. Rather, offer the player many options at any given time and restrict only how much is expected of the player by challenges he or she faces. Offer elite challenges, but only in such a way that they are clearly bonuses and not necessary to progress in core areas.

It's like teaching students. If one student is already somewhat familiar with a topic or picks it up quicker than other students, the solution is not to silence that student and prevent him from offering what he can, so that other students don't feel pressured. Instead, the solution is to allow that student to surpass normal requirements and provide special challenges that other students can happily skip and forget.

Players should never feel like they're held back... that they're offered too few options and opportunities. Players should never feel like they're waiting for "the real fun" to begin.

Making learning curves malleable enough to suit multiple playstyles and levels of experience should involve more tweaking of challenges and expectations than of opportunities.

Wednesday, July 11, 2007

Luck in RPGs and MMOs

I'll get back to crafting later this week. For now, I want to continue a discussion from Heather's site about how we can relax the necessity of power balancing and open the field to a wider variety of skills and characters.


SHEER POWER VS LUCK
In a typical MMORPG, skills are confined mostly to the realm of power (more specifically, to some sort of hit-point system, ala D&D) because of linear progression and a disqualification of luck or chance. Skills with less than optimum damage/healing/etc are discouraged because progression, in the form of new skills and opportunities, is possible only through brute-force combat. There's strong pressure to take on the toughest enemies, because that's what gets you the best loot and best xp.

In other types of games, luck and chance acceptably play a much greater role. Boardgames which use dice are great examples. In Monopoly, a hugely successful game, the player's progress relies more on uncontrollable factors (your dice rolls, others' dice rolls, order of rolls, and card draws) than on player decisions. Tetris is another example of a wildly popular game with tremendous emphasis on chance.


RPG EXPECTATIONS
So why is chance so often eschewed in RPGs?

I think it goes back to the genre's D&D roots. In the tabletop roleplaying game, the set system, the game's fixed mechanics, are mostly linear. Dice rolls decide your character's stats (a merciful DM may let you reroll one or two) and are continually used in "saving throws", but skill progression generally occurs according to xp gained from killing monsters. D&D includes a great deal more chance and lateral gameplay than that, but that element is introduced through the Dungeon Master... the human, creative storyteller. Human imagination rounds out what would otherwise be a more linear game.

If you never played D&D, I doubt I could adequately describe how vital the DM is to any D&D adventure. The game will succeed or fail depending on how good the DM is.

As RPGs evolved from the tabletop setting to text adventures to video games, the balance tables were increasingly emphasized as the DM's dynamic and rounding role was left behind. RPGs gradually became more about increasing power than about dynamic and unpredictable adventures. They became more about fulfilling a predetermined skillset and gearset than about shaping one's character into something unique and personal.


ANOTHER ROAD
It doesn't have to be this way. The limitless imagination of a human narrator and designer (the DM) can't be replaced, but we can adjust the fundamental elements of the game to counteract that loss to some degree.

One way is to award skills and other forms of progression by ways other than combat and combat-related quests, ways involving factors beyond the player's control (chance/luck). The player might attain a new skill by happening across a particular NPC ("happening across" anything is only possible when NPCs are more dynamic than stationary quest-dispensers), by looting a scroll, by equipping an item (which must be equipped for the skill to be maintained), by researching in a library and deciphering old texts, by quest, by alchemical accident, by perceiving an NPC perform the skill and learning, by being bitten or stung by a particular creature, by being near a magical source (skills limited to particular environments could really refresh adventures), by winning contests... and on and on.

The skill system might mimick D&D spellcasters in that you can only know so many, but the ones you know can be swapped out periodically for new ones. The player's number of skill slots might grow as the player progresses. Rather than strict grouping of skills, perhaps attunement to one skill makes another less effective while making others more effective. Perhaps one skill may even alter the type of effect of another.

An alternate reward system, as I've discussed before, is essential. Rather than award xp and loot for every encounter, reward some with loot, some with money, some with faction, some with reknown, some with access, some with skills, some with knowledge, some with titles, etc (or with combinations). Some upward growth in power is good, but that doesn't have to be the emphasis. In SWG, players didn't become exponentially more powerful as they progressed through the game, or even gain many more hit-points. It worked. Most of a player's growth was in faction and ownership.

Allow for different player roles to compliment one another without having to experience the same content. Even solo players can benefit player societies if you enable them (as I like to point out, what great epic tale doesn't include a compelling loner?). Players can work together on quests without even meeting each other, by completing different parts of communal projects. If players are allowed to have unique experiences, ones that other players can't track down on a fansite and repeat step-for-step, then players can excite each other with intriguing tales and enticing screenshots. If one player can possess an item, skill, or title that sheer work will not award to another, then there is a stronger sense of individuality and personal pride.


I can't help but feel that the RPG genre in general is stuck in a rut. It's not that there are not admirable systems already in place, but there is much more potential for diversity than most developers seem willing to believe. Yes, current games are designed the way they are for a reason, but that doesn't mean there aren't other viable ways.

Sunday, July 01, 2007

Defeat is penalty enough

Over at Eyes Like Ours, Ryan raises the old question of death penalties in MMOs. Here are my thoughts on that.


NATURAL PENALTIES
"I wouldn't give a hoot in hell for a man who lost and laughed." --General George C. Patton

You gotta love ol' George. For most people, any defeat, any failure to accomplish a goal that is desired (and not merely required) is quickly followed by a natural sense of shame. The degree of shame varies considerably from person to person, but it's nearly universal where the goal is personally relevant (again, actually desired by the individual).

Not only has the player lost face (in his own eyes, if not in the eyes of others), but he's also lost time. He just wasted the time spent in combat, and probably some time getting back to where he was when he died (assuming he was sent back to some place of safety; I'm not talking about a corpse-run).

And then there's consumables. No, they're not present in every game, but they are common. If you spent a health potion in battle and died anyway, then that potion was wasted. The same goes for purchased buffs, as I recall were common in EQ1.

If the player is pursuing something they really want to do, there's already at least one penalty (shame), if not more. The player's desire is the key: he or she must want to win, not just feel compelled to win by some demand the player feels has been imposed upon him. Hence, developers should focus on ensuring that players are playing, as opposed to grinding. Further penalties are typically just a cop-out, strong-arming the player to care about a gameplay system that is not sufficiently engaging.

The players should care as much about individual battles as they care about becoming more powerful or any other long-term goal. When players perceive their momentary experiences as mere barriers to progression, that's when additional penalties become necessary to instill fear of defeat.


TRY AND TRY AGAIN
What's wrong with the possibility of a player who keeps throwing himself at the same powerful enemy, only to die and die again, possibly winning in the end just by luck? In single-player games, that's allowed regularly. What makes an MMO setting different? The player has surely not gained some advantage over other players by acting so.

In fact, lack of additional penalties... like temporary debuffs, corpse-runs, xp loss or debt... seems to encourage a number of beneficial gameplay behaviors.

Redemption: The shame of defeat is not a fun feeling. Many players are interested in a challenge, yes, but defeat only equals fun when that defeat can be redeemed through victory. There must be hope of regaining one's honor, in a sense. Lost battles can be swallowed only if they don't cost you the war. Harsh penalties can wear away at hope (particularly xp loss/debt), even if just by pushing the chance for redemption beyond the immediate future.

Revenge: Let's face it, it can be an extremely fun feeling in a game. Personal vendettas are discouraged by harsh penalties.


CHALLENGE
Personally, I hate systems that allow players to weigh challenges with a high degree of accuracy, but some awareness is good. When people raise the debate over difficulty in MMOs, I'm almost tempted to laugh, because most of these games are already so conducive to the player choosing his or her own preferred degree of challenge (though it requires breaking from the maximist culture that has overtaken MMO communities, and social pressures are not always easy to shrug). Using EQ as an example: If you want a tough fight, try a yellow-con. If a yellow-con's too easy, for whatever reason, just step up to the red-con. If you want an easy fight, try a blue-con. Degrees of challenge are painted for players with sickening precision in most MMOs.

Hence, some players have already been playing at a very different level of difficulty than others. I like to pick fights I can barely win, while I watch many others pick battles they're certain to win. Those different styles have coexisted in MMOs for a decade without any great problem. The players who choose a high difficulty level are often rewarded with higher-value items, because they took on NPCs of a higher stat level.

However, I won't go so far as to say there's no logical grounds for this debate at all. Gamers quite often spoil their own fun, and one way they can do that is by failing to challenge themselves at all.

The catch is that the same gamer may be attracted to different degrees of difficulty from one play-session to the next. There are times when I want a tense encounter to drive adrenalin through my veins, and there are times when I want to calmly use my acquired skills and weapons to walk over my enemies like cockroaches.


MIX IT UP
Contrary to the article's title, I'm really not suggesting that those "natural" penalties are enough for every situation. However, I am saying that making additional penalties regular, applied to all or most encounters equally, is just not sensible. Additional penalties should be applied sometimes and sometimes not. The penalties might even be divided by category of encounter.

The most interesting additional penalties seem to be the ones most MMO designers have been loath to apply; but perhaps that's mainly because they've been thinking in terms of universal application, instead of one type of penalty here and another type there.

In a Battle for Middle Earth 2 war campaign (War of the Ring mode), losing just one battle can mean losing troops, losing critical Power Points (which the player uses to purchase useful, timer-based skills) or any one of a variety of other bonuses, allowing the opponent to upgrade units and/or heroes, and losing an easily defensible position (perhaps even allowing the enemy access to a completely defenseless territory)... all in addition to the shame of defeat. That's quite a smack in the ass! But a typical loss is more forgiving.

Likewise, it would be alright for an MMO player to be punished much more harshly in one battle than in another. A "boss" NPC might be capable of breaking a weapon, causing a temporary injury (a debuff that's lasts "x" amount of gametime after player resurrection), or even setting a bounty of revenge on players it defeats (some of its minions try to hunt you down). Losing to a particular enemy might cause the player to lose face with the faction that put him up to the fight (sometimes there's animosity for failed saviors).


RAIDS
One situation that might require a different take on death penalties is raiding. If a player or group can't get back to a fight before the opponent fully regenerates (which a game can make automatic at the moment of player/group defeat), then additional penalties aren't definitely necessary. But when the encounter involves an NPC fought by a large militia of players, and the first players to die can rejoin the fight before the last players are defeated, then that's a problem.

Of course, one obvious solution is level design: place the encounter far from resurrection sites, so it's impossible for players to rejoin the fight quickly enough. But the developer might desire to have an epic encounter like this close to civilization. Even then, something like the injury-debuff penalty I suggested earlier would suffice.


It's been a long time since I've engaged in a conversation on this topic. So if there's something obvious I'm missing, please point it out.

Sunday, September 24, 2006

Nuclear War

Usually, when I think of an old movie or video game that I really loved back in the day, I give it another go and find that the appeal just isn't there anymore. Sometimes I wonder "what the hell was I thinking!". Most, though, I can acknowledge as good for their age but antiquated now.

Nuclear War, however, is one of those rare few that hasn't lost any of its shine...and that's pretty impressive considering it's a DOS game. It's even more impressive because it's a more complex game that Pac-Man or Frogger (I think that makes its staying power more remarkable, not less). You can download the original DOS version for free here:
http://www.thehouseofgames.net/index.php?t=10&id=49

Anyway, it makes me wonder: What makes a game withstand time and innovations this way?


I've decided to attempt applying Nuclear War's basic formula to a new design and expanding from there, so I've already broken down the game into its core elements. Perhaps looking at these will help with the question above. In no particular order:

  • 4 oppenents per game; 5 cities per isle-nation; turn-based
  • semi-random initial city populations
  • goal: annihilate all opponents
  • 10 opponents; 5 personality types (propogandist, stockpiler, deceiver, madman, and...umm...something else) which affect the opponent's reception of player actions, as well as determining his/her playstyle
  • possible actions: build, propoganda, prepare weapon, fire weapon, prepare defenses
  • 6 city sizes, 4 weapon sizes; propoganda can match half the maximum weapon efficiency
  • diplomacy icons with 5 degrees (hate, dislike, neutral, like, love); diplomacy web (allies may like your enemies)
  • backfires (propoganda backfire, missile duds, wasted missile/propoganda on empty cities)
  • random phenomena (stampede, earthquake, alien city abduction, alien or stork population bonus)
  • taunts
  • humor (including satire of historical leaders)
  • sometimes, nobody wins


So, again, is there any formula or general principles that explain why this DOS game is still fun 17 years (!) after its release? Or do games with such long lifespans just get it right each in their own unique way?